Showing posts with label ghoul market. Show all posts
Showing posts with label ghoul market. Show all posts

Saturday, April 13, 2019

The Crovoborge


This guy will show up in my game the next time my players travel to the Ghoul Market

The Crovoborge guards one of the several tunnels that lead to the Ghoul Market. He is a man-sized, but short, with a head like the skull of a crow. He wears black-lacquered scale mail and a plumed helm and carries a halberd that flickers with purple witch-light. The Crovoborge does not talk, but the two scarab beetles that live in his skull speak for him. Tom lives in his left eye socket and has a voice like Eddie Deezen. Danny lives in his right eye socket and has a voice like Clancy Brown. Both carry their own tiny little halberds.
  • AC: 16 (mail); HD: 5 (26hp); Morale: 10; Movement: 120’, AL: N
  • Flickering Halberd: +5 (1d10 damage, plus take 1d6 each round until a save vs. magic is made. Wound drips small purple snails.)
  • Tom the beetle can see invisible creatures.
  • Danny the beetle can cast Magic Missile (as a 3rd level MU), 3 times a day.
The Crovoborge demands 25 thalers from any person who wishes to pass by his gate. He collects these coins in a battered tin pot and sends half of them every month to his mistress in Hamburg.

Sunday, January 6, 2019

Arm Replacement Table

Only three sessions into our Lamentations of the Flame Princess game, and already two different PCs have lost an arm in combat (all thanks to Cavegirl's Horrible Wounds rules).

That's awesome!

So now they're planning on making another trip to the Ghoul Market to visit the Skinsmith. I get the feeling the PCs are going to give the him a lot of repeat business with limb replacement. Of course, that crafty old demon likes to improvise with these sort of operations, and you rarely leave with the arm you hoped to get.

Time to make a new table!

When you visit the Skinsmith to replace an arm, pay 1d6x100sp and roll 1d12 on the table below: 

Oh my god! What has the Skinsmith replaced my arm with?
  1. Scaly, clawed demon arm (1d4 damage from claws)
  2. Suckered tentacle (+5’ reach).
  3. Skeleton arm with mummified sinews.
  4. Some H. R. Giger biomechanical monstrosity.
  5. Thorny, leafy, plant-like limb (can grow into a sword, 1d8 damage).
  6. A snake! (Bite only does 1 damage, but target must make a save vs poison or take damage equal to 2d4 + your CON bonus).
  7. Wooden puppet arm.
  8. Zombie/Frankenstien arm (you take 1d3 damage from holy water).
  9. Surprisingly sophisticated clockwork prosthetic (+1 to Tinkering).
  10. Green-skinned mutant arm with grotesque, over-large muscles (+1 damage with weapons wielded with this arm).
  11. Child’s arm (-1 to hit with this arm).
  12. An actual adult human arm, you lucky FREAK!
With a few easy adjustments, you can also use this table for replacement legs, genitals, or whatever.



Tuesday, January 1, 2019

Ashes of Angels: Down in the Ghoul Market (LotFP Session 2)


Our second Lamentations of the Flame Princess session had less action than the first, but involved a lot more roleplaying and offered some much desired decompression. The group layed low and recuperated for a few days, met the new party members, then traveled to the nearby village of Nonsbeck (poor, doomed, Nonsbeck), buried their dead, and visited the Ghoul Market.

I was very conflicted about introducing the Ghoul Market so early into the campaign. My instinct with these sort of games is to introduce the horrific and fantastic elements slowly, so they remain weird an alien. I was afraid of making the ghouls and devils of the Market too familiar and thus reduce their effectiveness. On the other hand, one of the problems I had with my old D&D 5th Edition game was that I waited too long to introduce all the weird stuff, and certainly Dungeon Crawl Classics doesn’t worry about that sort of thing. In the end, I decided to throw caution to the wind. If the ghouls wind up seeming too much like “people,” then I guess that will just make the real alien horrors even more alien.

Our Cast
  • Belinda Kage: Serpent Blood 1, Midwife. (Starts the session with a broken blade thru her head.)
  • Madeline: Specialist 1, Grave Robber. (Starts the session missing an arm.)
  • Mortimer: Alice 1, Librarian. (Starts the session moderately wounded, but relatively intact.)
  • “Matthew”: Outlander 1, Iriquois warrior and former slave. (New PC)
  • Julius Cervantes: Fighter 1, Former witch hunter. (New PC)

NPCs

  • Ana Fischer: Rescued witch, secret Satanist. (Starts the session with horrific facial and body burns.)
  • Deacon Girnot: A sleazy weasel of a man, deacon of Nonsbeck's only church

Spoilers for ObsceneSerpent Religion 2 ahead.

The session starts with Belinda, Madline, Mortimer, and Ana tending to their wounds. Once everyone is on their feet, they gather up the bodies of the dead from last session. They pile their enemies’ corpses into a great big pyre. They bury their dead comrades Hector and Tranquilo in the snow so they keep relatively fresh until they can get a proper burial.

As the survivors keep warm by the pyre, Belinda notices Ana gathering up the charred remnants of the book she was to burned with. The accused witch is barely holding back tears and seems distraught. Belinda recognizes the scraps as the remains of a spellbook. She confides in the witch that she too is a spellcaster, and promises to help her recompile her lost spell book. This earns her Ana’s gratitude and (for now) loyalty.

Meanwhile, Julius and Matthew have been traveling together for few days, and notice the warm glow of a fire and the smell of cooking meat coming from the ruins of the old Roman fort. They ride up to the camp and announce themselves. The grizzled Spaniard and dusky-skinned warrior from the New World surprise the group of survivors, but Julius and Matthew are just as surprised by the horrifically mutilated quartet before them. Questions are made and explanations are offered, but eventually the two groups of misfits decide to join forces. PC party reestablished!

The party has pretty decent shelter and plenty of food in the ruins of the fort, so they decide to recover here for a few days until everyone is properly healed up. Belinda’s chirurgy skills help speed this along. While the wounded rest, Matthew and Julius keep watch. On the third day, a rabid bear wanders out of the forest and jumps on a nearby deer (random encounter!). The PCs don’t believe the fort’s crumbling walls will keep the bear out, so they quickly hustle everyone indoors and try to wrangle their horses into a tower. One of the horses gets spooked and breaks free, running off. The rabid bear gives chase!

Matthew and Julius decide the bear is too much of a threat to leave alive so they open fire with their muskets, cycling through extra guns while Mortimer (who’s fully healed at this point) reloads for them. The angry bear charges towards them, making its way through the large gaps in the fort wall. Musket balls hit a few more times, but it gets within melee range before they can completely drop it. Julius’s spear catches the bear as it charges, striking a devastating wound, but the maddened beast will fight to the death! Matthew leaps at the bear with his French tomahawk, and the bear turns on the Iroquois. The beast’s claws and teeth savage his flesh, tearing flesh away from his hand and arm (luckily he makes his poison save, and doesn’t catch rabies).  Desperate, Matthew lashes out with his dagger in his good hand while Julius stabs and stabs again with his spear. Finally the rabid beast falls. Matthew crawls out to join the rest of the convalescing PCs, while Mortimer and Julius drag the diseased carcas away from the fort.

The next few days are peaceful, and eventually everyone is back on their feet. Before they leave the fort, they decide to explore the secret tunnel in the jail cell below. They use Madeline’s pick and shovel to work on widening the tunnel, while the rangy Matthew crawls ahead on his belly with a lantern pushed ahead of him. The outlander discovers that the tunnel connects to an ancient Roman aqueduct, knee deep with cold, clean water. After some debate, the PCs decide not to explore the aqueduct for now and prepare to head east towards the village of Nonsbeck. Maybe they’ll find some work there. They bundle up the bodies of their dead friends and head down the road.

On the road to Nonsbeck, they come across a man pulling a wagon load of dead bodies to a nearby mass grave (random encounter!). Apparently a nearby village (not Nonsbeck) has been recently wiped out by the Red Plague (seting up The Punchline for later). He offers to take their friends’ corpses off their hands (“Plenty of room on the old cart!”) but the PCs decline and give the man their farewells.

Eventually, they make their way to Nonsbeck, a pleasant little village that would certainly never fall prey to demonic terror.  The whole place is decorated for Christmas and seems perfectly pleasant. The hilltop church of St. Margaret is their first stop. They are greeted by Deacon Girnot, a greasy weasel of a character who is not at all pleased to see a bunch of mutilated weirdos on the church’s doorstep. The good priest Father Cristof, however is more friendly to strangers and ushers them into the church. The PCs explain (lie) that they were attacked on the road and two of their friends were killed, and hope the priest could give them a proper burial. Father Cristof is saddened by their tale. Of course he’ll arrange for burial first thing in the morning. For now, they can keep the bodies in the shed where Girnot sleeps. The deacon is not at all pleased to be put out of his room by a bunch of strange corpses.

The party’s next stop is the stable where they meet the friendly stable boy Reiner. They pay him for a week’s worth of stabling in advance, as they plan on staying here for a bit. Then it’s off to the inn for some food and rest. The inn is busy this night. A group of farmers drinks mulled ale and sings Christmas songs. A small group of five soldiers are spending the night here while on their way to Berlin, a merchant and his guards have made this their stop for the night, and two travelling nuns also have rooms. 

The party makes arrangements to rent the last two rooms and settle in to eat. While they are eating, Belinda notices that the soldiers are starting to get “handsy” with Gela, the nice young barmaid. The buxom redheaded serpentblood saddles over to the soldiers and snags their attention away from the younger girl. While the soldiers thusly distracted, Belinda takes some of the opium form her chirurgy kit and spikes the soldiers’ beer. Soon the soldiers are all unconscious, and the inn is a much more pleasant place.

Meanwhile, Julius talks to the nuns. They are on their way to the convent of St. Agnes, about a day away. The men escorting them along the road have abandoned them, and it’s a dangerous world out there. Julius offers the party’s aid in escorting them, if they are willing to wait a few days. The older nun decides that arriving late is better than arriving dead, so they reluctantly agree to wait for the PCs to finish their business.

The next morning, Father Cristoff performs a nice but simple funeral for Tranquilo and Hector. The party springs for a couple of nice headstones (and the money so spent becomes XP for their new characters, Matthew and Julius). While in the cemetery, Madeline notices a large monument bearing a statue of the Virgin Mother. It is clearly old as it is covered in moss and the inscriptions have long worn away. But on the back of this monument she sees a white ankh, the sign of the ghoul market!

The party spends the rest of the day lazing about the town or chopping wood for extra silver. But when night falls, they head back to the cemetery to investigate the marked monument. It’s starless and bible black. The moon is nothing but a thin sliver behind the clouds, and all the lights are out in the village. The only sound is deacon Girnot’s snoring from his nearby shed. They manage to find the monument again, and Madeline works her shovel into a crack in the base. She moves a slab away to reveal narrow, steep stairs descending into the cold earth. Madeline, Beleinda, Mortimer, and Ana head down into the foggy darkness. Matthew doesn’t wish to walk on burial land, and Julius feels guilty about desecrating the dead, so they decide to stay topside and stand guard. We have split the party!

The stairs widen and grow less steep as the quartet descends, but it still takes them 30 minutes to reach the bottom. The stairs lead to a large tunnel filled with low-fog and shards of old bone. They refill their lantern and press on.

Topside, Matthew and Julius grow worried. Their friends have been down there for a half-an-hour or more. The decide that deacon Girnot (that sleazy weasel) must know something. They sneak into his shed and awake him with a sword held to his throat. Girnot looks up in fear. “Did Agamot send you?” Who? The PCs have never heard of this man. After some graphic threats and a failed Morale check, they learn the truth. Girnot stole a book from a wizard in Heidelberg named Agamot. He suspects the wizard has sent people after him. “What’s buried under this cemetery? Who’s buried under the Madonna gravestone?” they demand. Girnot claims he doesn’t know. The grave’s been here longer than anyone remembers. He doesn’t think there’s anything under the cemetery other than more dirt and worms. Matthew and Julius don’t quite believe him, so they grab the deacon and frog-march him to the cemetery and drag him with them as they head down the stairs to the Ghoul Market.

Meanwhile, deep below the earth, the first group continues down the tunnel for an hour before it comes to a large cavern. A wall of skulls stretches across the cavern, and two statues of faceless angels form an entrance arch with their wings. Black-bannered market stalls are scattered among crumbling crypts and mausoleums of ancient design. Green flames burn in large iron lanterns suspended from the ceiling. The smell of rot, spices, and cooking meat fills the air. The dead and damned wander the isles, buying and selling. This is the Ghoul Market!

The PCs walk to the central square. They can feel hungry eyes watching them, but they use the timeless social tactic of “acting like we belong here." Belinda still has a sword blade through her head and rough stiches across her face, and the cenobite look helps sell the illusion. The central square features a dry fountain with a large statue of a nude medusa. Behind that lies Cold Ethyl’s Pleasure House, a desecrated cathedral of black stone with a crucified nude woman writhing and moaning on the cross in ecstasy.  The PCs decide to ignore that for now and follow a road sign towards the Skinsmith.

In the cavern of the Skinsmith, they are greeted by a robed dwarf with a patchwork face, one of the Skinsmith’s minions. Of course they will be able to fix Madeline's arm and repair Belinda and Ana’s scarred faces. Sadly the party does not have enough money. But the dwarf is glad to inform them that the Exchequer will trade them silver for parts of their vital essence (250sp per attribute point permanently sold). The PCs have some scores they aren’t really using, so this sounds like a good deal to them. They chit-chat with the dwarf for a bit before leaving, and find out that a human wizard known as Lord Prospero frequents the Ghoul Market. They file this info for later.

As they leave to find the Exchequer, they run into Matthew and Julius, who have finally arrived in the Market. They have Girnot all tied up so they look like slavers (“so we look like we belong). The party is reunited, so they all head to the Exchequer for some easy money.

The Exchequer has a tent in the main square. He is a hulking creature in dusty yellow robes with a cage of fire where his head should be. The PCs have a new idea. Since Girnot is their "slave" now, his Essence is theirs to sell! Plus, if they reduce his Intelligence and Charisma low enough, he won’t be able to tell anyone what the PCs have been doing (“And if he dies, well, he doesn’t seem like someone anyone will miss.”). The Exchequer pulls silver cobwebs out of Girnot’s face, reducing his INT and CHA to 4 and 3, respectively. The deacon is now very stupid and poorly spoken, and the party is several thousand silver oboli richer.

Pleased with themselves, the party heads back to the Skinsmith. Madeline wants her old arm re-attached, but it’s too far gone. Instead, the great cyclopean demon gives her a new arm covered in green scales and orange hair, ending in a taloned claw (1d4 damage!). Belinda doesn’t quite trust the Skinsmith to remove the blade from her head (and she kind of likes the cenobite look), so she just has him grind the metal down so it’s not sticking out any more. Ana whispers something in the demon’s ear (she’s actually in league with Satan, remember, though the PCs still don’t know this). The Skinsmith nods in ascent. When he’s done with his work, Ana’s hair and skin is replaced. She’s beautiful, but her skin has a weird too-tight almost-artificial look to it.

Next, it’s off to the antiquities and sundries section of the market. Belinda buys magical inks and psychoactives so Ana can begin to make copies of Belinda’s spells. Julius buys a lightweight coat of bone chainmail from a purple woman of Carcosa. Madeline buys a glove to cover her demon hand. It’s here that the PC’s hear a hissing, hungry voice behind them “You look like you’re new to the Ghoul Market, how delicious.” A group of six hungry ghouls have come up behind them. The rest of the market looks on with interest. When the PCs came to the market, there was a 1-in-8 chance of them running into “hungry complications” from the patrons. Each time they went someplace new, this chance went up by 1. They were lucky for a long time, but I finally rolled low enough for the ghouls to make their move. “You don’t have a Writ of Protection,” says the lead ghoul. “That means you’re meat for the taking. But we’ll give you a break, just give us one of your number and leave.”

I fully expected my players to hand over Grinot, but they are craftier than that. “I wouldn’t mess with us! We’re on business for Agamot the wizard.”

“Agamot? Who’s that?”

“He’s a friend of the great Lord Prospero?”

“Oh really?” Says the ghoul, “Well Prospero is right over there. Let’s go ask him.” 

Sure enough,  since they are in the antiquities section of the Market, Lord Prospero is here with his servant Catherwood. Prospero is a decadent Vincent Price sort of wizard, and Catherwood is a stooped old man carrying a large cabinet full of Prospero’s goods. Both wear a scroll around their necks that reads: “The bearer of this writ of protection shall be afforded all the hospitality and safety due a guest of Prince Dracula and his official representatives.”


Prospero is drunk and in a good mood, but he doesn’t corform to the PCs’ lies. “I assure you that amateur Agamot is no friend of mine!” The party quickly explains that Girnot stole one of the rival wizard’s books. “Well in that case, anyone who causes Agamot such irritation is certainly welcome in my company!” He extends his one-time protection to the PCs for the night, and the hungry ghouls slink off disappointed. The party talks with Prospero for a bit. They find the libertine wizard charming, and he finds the adventurers amusing. He invites them to come visit him in his castle sometime “And bring that book of Agamot’s. I will pay you well for it!”

The party has made a new friend and finished their shopping while narrowly avoiding being eaten by ghouls. They decide they’ve pushed their luck enough for one night and leave the Market. The PCs emerge from the cemetery just as dawn breaks over Nonsbeck.


Treasure Gained:
  • Nothing that earned them XP, but..
  • 300sp in Ghoul Market oboli, left over from shopping
  • Carcosan bone mail that protects like chain but encumbers like leather.
  • Friendship... the real treasure.

Graveyard:
  • No one new this session!
  • Tranquilo (Fighter 1)
  • Hector (Alice 1)









Saturday, December 29, 2018

What's for Sale at the Ghoul Market?

Vacant Ritual Assembly is an OSR zine put out by Clint Krause and Red Moon Medicine Show. Issue #1 came out in 2014, and (among other things) describes the Ghoul Market. The Ghoul Market is an underground bazzar when denizens of the underworld ply their wares. 

As described in the zine: Beneath a defiled chapel, the scavengers of the dead emerge from their tunnels to barter with the living and the damned. Inhuman travelers peruse black-shrouded stalls and dine on artisanal cadavers.

I love the Ghoul Market, and I'm very excited that my players will be visiting it soon. According to the article, at any time 1d10 magic items can be found for sale at the Ghoul Market (I will drop that to 1d6). This gave me the flmsy excuse to come up with a bunch of interesting magic items of low-to-middle power that I canuse to seperate the PCs from their money. 

Below is my list of random magic items. Many of them are one-use, so they shouldn't throw off the pwer balance too much. I just kind of eye-balled the prices based on magic item construction costs in the LotFP book. I don't claim that the prices are mathematically perfect. The list includes 16 new magic items, along with a boring old healing potion, plus random scrolls, wands, and spellbooks. 

Most of these items are sold by Handsome Gamal, a strangely charismatic, partially mummified ghoul who wears dusty old silks and tarnished gold jewelry. He will absolutely not warn his customers about the negative aspects of any of his goods.

Use and enjoy!


Random Magic Items from the Ghoul Market

1) Dead Man’s Tobacco
  • Sticky, foul-smelling, black tobacco in a skin pouch.
  • Blow smoke into corpse’s mouth to speak with dead.
  • Ask 3 questions. Corpse can be dead for any amount of time, but mouth, lips, and tongue must be intact.
  • Price: 1000sp per dose


2) Bottled Undead Faerie
  • Emaciated gray faerie with piranha teeth in a smoky glass bottle.
  • Feed blood to make faerie glow with light only donor can see, illuminating like a lantern. 1 turn per hp of blood.
  • One use only, then the faire turns to ash.
  • Price: 1000sp


3) Hand of Glory
  • Mummified left hand of a hanged man. Dipped in human tallow and wicks placed in each finger to make a macabre handle.
  • Casts sleep on everyone in a house. Lasts 1 turn per finger
  • Price: 7000sp


4) Zombie Wine
  • Black bottle of think, glowing green liquor.
  • Feed to a corpse to create 2HD zombie. Loyal to the person who fed it the wine, for now. (Loyalty starts at 12. Loyalty is reduced by 1 each night. Test loyalty every midnight.)
  • Price: 1000sp


5) Burglar Worms
  • 1d6 Finger-sized green maggots kept in a tin box of rotten soil.
  • Automatically opens any key-based lock in 1d10 rounds, then turns into fat disgusting (but harmless) fly.
  • Price: 500sp per worm.


6) Basilisk Powder
  • One dose of course gray powder in a small silk pouch.  
  • Mix with wine and drink. Save or turn to stone until dawn. The drinker can voluntarily fail the save.
  • Price: 1000sp


7) Black Cherub Feather
  • Large black feather with a razor-sharp quill.
  • Jab it into your flesh to heal all damage, poison, or disease, but every prepubescent creature in a 1d6 mile radius suffers the damage and maladies you just cured.
  • Price: 2000sp


8) Mummy Dust
  • Fine, greasy powder like gray talc in a pocket-sized clay sarcophagus.
  • Mix with water and drink. You become immune to normal weapons for 1d4 turns.
  • You take triple damage from fire.
  • You cannot benefit from cleric spells, and can be turned/destroyed as undead.
  • You take 1d6 CON damage per turn of duration after effect ends (save vs posion for half).
  • Price:  2000sp


9) Love Potion
  • Blood-red syrup that smells of opium and rancid meat in a clay vessel with two spouts.  
  • Someone drinks half, someone else drinks the other half. If both fail their saves vs. poison, the two fall madly in love until the spring equinox.
  • Price: 500sp


10) Satyr Juice
  • Milky, pearlescent potion in an obscene brass flask.
  • The next time the drinker has sex, they will become pregnant regardless of sex, health, or biology.
  • Price: 500sp


11) Memory Mirror
  • Small silver hand mirror decorated with Greek goddesses.
  • Reflects the image of the last person to look into it.
  • Cost: 3000sp


12) Inquisitor Cobra
  • Three-foot long cobra with a grey-and black hide and a yellow cross on its hood.
  • Whisper a question to the cobra and point to another person. The cobra will ask that person the question. If they answer truthfully, the cobra bites them. (+4 to hit, 4d6 CON damage. Save vs poison for half.)
  • After each question, roll 1d6. On a 1, cobra says “My work here is done!” and dies.
  • Price: 2000sp


13) Brass Goat Statue
  • Fist-sized sculpture of a shaggy goat with large horns and a curious expression on its face.
  • Weights 15lbs, but somehow doesn’t take up an encumbrance slot.
  • Through subtle space warpage, allows the character to carry 5 more items before gaining their first encumbrance point (using LotFP encumbrance rules).
  • Once per day (at 1d24 o’clock), 1-in-6 chance of “eating” a random item the PC is carrying.
  • This chance grows by 1 per day until the goat eats something, then resets to 1-in-6.
  • Price: 2000sp


14) Ghost Shroud
  • Old and dusty funeral shroud of stained gray linen.
  • Wrap it around yourself and become ethereal, invisible, silent, and can fly for 1d6 turns.
  • At the end of the duration, roll 2d6+CHA modifier.
    • 10+: You return to normal, and assuming you weren’t in flight or inside a solid object, you’re fine.
    • 7-9: You return to normal, as above, but you’ve lost something in the ethereal plane.
    • 6 or less: You are forever lost in the ethereal, and something returns to the physical world in your place.
  • Price: 6000sp


15) Wolf Heart Woad
  • Thick purple paste in a small bone jar.
  • Spend 1 round smearing on your face and eyes.
  • At the start of the next round, before initiative is rolled, you turn into a wolfman.
  • This transformation destroys your clothes and armor, and you drop the rest of your gear.
  • While transformed you act on your own initiative roll. You have an AC of 14 (+DEX modifier). You are immune to fear and charm effects.
  • You take double damage from silver weapons, and are burned by holy water (1d6 damage).
  • Your movement speed is increased by 50% (180’ in LotFP).
  • You have +2 to attack, and can make two claw attacks for 1d6 damage each.
  • Every round you must attack the nearest living target, friend or foe, or move towards the nearest target.
  • You can suppress this bloodlust for 1 round with a successful save vs magic (-2 at night, -4 if the moon is full).
  • The transformation ends after 1d4 turns, or you’ve been unable to attack someone (successful or not) for 6 rounds.
  • Price: 2000sp


16) Nice and  Pleasant Tea Kettle
  • A small tin tea kettle painted with simple blue and yellow flowers.
  • The kettle can make up to 4 cups of tea at a time, in the usual fashion.
  • Once per day, you can brew an usually pleasant batch of tea. A wounded person drinking a cup of this unusually pleasant tea heals 1 hp.
  • A person can only benefit from this unusually pleasant tea once per day, and the tea loses potency if it grows cold.
  • You must provide your own water, heat, and tea leaves.
  • This is one of the rare magic items with no horrible side effects.
  • Price: 2000sp


17) Medical Potion 
  • Bitter brew, thick and black, in a leather flask
  • Drink to heal 1d6+1 damage.
  • Price: 300sp each, 1d3 flasks available


18) Wand
  • Random spell: level 1-3; 4d6 charges
  • Price: spell level x charges x 600sp


19) Spell Scroll
  • Roll 1d6: 1-4 wizard spell, 5-6 cleric scroll.
  • Random spell and level.
  • Price: 500sp per spell level


20) Spell Book
  • Contains 1d6 random spells of random levels
  • Price:  total spell levels x 1000sp